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Jump Fail in Beta |
-DBS Marshal
Joined: January 04, 2011 Posts: 204 From: St. Petersburg, FL
| Posted: 2013-06-12 01:40  
When a nebula is the target, you will get a jump fail every time...
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Jim Starluck Marshal Templar Knights
Joined: October 22, 2001 Posts: 2232 From: Cincinnati, OH
| Posted: 2013-06-12 01:45  
Not every time. We worked this out in Beta just after you guys discovered it.
Your ship ends the jump when it determines you've reached the destination, which it does by measuring the distance to the edge of the target object's hitbox. The nebula simply has a huge, 24,000-gu radius hitbox. If you're further out than that and you jump with it as your target, it will stop you just outside that distance. If you're any closer than that, it thinks you've already "arrived" and ends the jump the instant it starts.
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Fluttershy Fleet Admiral
Joined: September 24, 2011 Posts: 778 From: Fluttershy
| Posted: 2013-06-12 08:16  
Just a thought, but if the jump destination distance is equal to or less than 0, maybe the JD should not even activate, as in, it would gray out until a destination is set that will actually get you someplace.
Unless you think jump fails are an important and beneficial aspect to the game...
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Null Pointer Grand Admiral Templar Knights
Joined: April 10, 2010 Posts: 148
| Posted: 2013-06-12 09:03  
Quote:
On 2013-06-12 08:16, Fluttershy wrote:
Just a thought, but if the jump destination distance is equal to or less than 0, maybe the JD should not even activate, as in, it would gray out until a destination is set that will actually get you someplace.
Unless you think jump fails are an important and beneficial aspect to the game...
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Woohoo! Negative distance!
(This would do nothing for the game, it's not even worth coding in.)
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Pantheon Marshal Palestar
Joined: May 29, 2001 Posts: 1789
| Posted: 2013-06-12 09:21  
Quote:
On 2013-06-12 09:03, Null Pointer wrote:
Quote:
On 2013-06-12 08:16, Fluttershy wrote:
Just a thought, but if the jump destination distance is equal to or less than 0, maybe the JD should not even activate, as in, it would gray out until a destination is set that will actually get you someplace.
Unless you think jump fails are an important and beneficial aspect to the game...
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Woohoo! Negative distance!
(This would do nothing for the game, it's not even worth coding in.)
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Not even going to mention that it's also computationaly expensive doing that check every update.
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Talien Marshal Templar Knights
Joined: May 11, 2010 Posts: 2044 From: Michigan
| Posted: 2013-06-12 09:48  
If we have the 3500 GU minimum jump distance that Kenny suggested and many people support it would kill two birds with one stone. This, and short distance point jumping.
_________________ Adapt or die.
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Pantheon Marshal Palestar
Joined: May 29, 2001 Posts: 1789
| Posted: 2013-06-12 10:12  
Nothing's changing.
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Fluttershy Fleet Admiral
Joined: September 24, 2011 Posts: 778 From: Fluttershy
| Posted: 2013-06-12 10:47  
Hmm, ok, I'm learning to exploit the point jump mechanic anyways so that's cool if you're leaving it be, I guess.
As for kennys idea, that would let the smaller ships be somewhat safe from a PJ as long as they stayed within a certain distance, more use for the fast escort ships then.
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